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+FUBAR Late Medieval+

Original FUBAR Medieval rules by Craig Cartmell (http://fubarwargames.wordpress.com/)


FUBAR Late Medieval by Jojanne Hopmans
These rules are written as a
supplement to the FUBAR
Medieval 2
nd
edition.



+Additional+
+Rules+

Charge bonus
A charge bonus is received when
a unit first initiates an enemy
in close combat and only in the
first round of combat. It is
added as a penalty to the
enemys armour value. If the
enemy withdraws from combat and
they are caught up, the charge
bonus is received again.

Mounted movement bonus
The movement bonus for mounted
units is equal to their armour
save in inches when walking and
charging and twice that when
running.
Mounted units with a 3+ or
better armour cannot move
through cover. Mounted units
cannot move through moderate
cover.

Ranks in close combat
When in close combat, only the
first 2 ranks of a formation
can add their attacks to the
combat.

Reload action
Some units have to reload their
weapons before they can shoot
again:

Move 0, weapon is reloaded,
can also shoot this turn.



+Troops+

HQ
General
25 pts
1 Accompanied by Nobles
Leader
Elite 2+/4+
2 Assaults
Lance +2
Heavy armour 3+
Mounted
Charge bonus +2

Nobles
Household Gendermes
25 pts (3-6 per unit)
Elite 2+/4+
2 Assaults
Lance +2
Heavy armour 3+
Mounted
Charge bonus +2


Elites
Mounted Men-at-Arms
Ordonnance Gendermes
24 pts (3-6 per unit)
Veteran 3+/4+
2 Assaults
Lance +2
Heavy armour 3+
Mounted
Charge bonus +2

Men-at-Arms
19 pts (5-10 per unit)
Veteran 3+/4+
2 Assaults
Two handed sword +2
Heavy armour 3+

Swiss Pikemen
12 pts (10-25 per unit)
Veteran 3+/4+
Pike +1
Medium armour 4+

When in close combat, the
enemies expertise rating gets a
+1 penalty and its charge bonus
is nullified.

Swiss Pikemen cant run.

Troops
Hobilars
Coustilliers
11 pts (3-6 per unit)
Seasoned 4+/5+
Sword +0
Medium armour 4+
Mounted
Charge bonus +1

Billmen
9 pts (10-25 per unit)
Seasoned 4+/5+
Bill +1
Medium armour 4+

Pikemen
10 pts (10-25 per unit)
Seasoned 4+/5+
Pike +1
Medium armour 4+

When in close combat, the
enemies expertise rating gets a
+1 penalty and its charge bonus
is nullified.

Pikemen cant run.

Handgunners
15 pts (3-6 per unit)
Seasoned 4+/5+
Handgun 12 1SP
One handed sword +0
Medium armour 4+

Enemy armour value gets a +2
penalty.

Has to choose a reload action
to reload. They start the game
loaded.





Missile
Longbow
18 pts (5-15 per unit)
Seasoned 4+/5+
Longbow 24 2SP
Dagger -1
Light armour 5+

Crossbow
8 pts (5-15 per unit)
Seasoned 4+/5+
Crossbow 18 2SP
Dagger -1
Light armour 5+

Has to choose a reload action
to reload. They start the game
loaded.

Artillery
Artillery needs one turn to
reload, and starts the game
unloaded. It can only move 3
and it cant move while loading
or shooting.

An artillery piece needs a
minimum crew to operate, but
can have a larger crew. Hits
are allocated to the crew. When
less than the minimum crew is
alive, the artillery piece is
removed. The gun itself is
always operated by the
gunmaster, who is removed as
last.

Culverin
1-3 guns and crew
Minimum crew 2
Culverin 32 4SP

Guncrew
15 pts (Gunmaster)
9 pts
Minimum + 0-2 per gun
Seasoned 4+/5+
Dagger -1
Light armour 5+

Excellent Guncrew
22 pts (Gunmaster)
13 pts
Minimum + 0-2 per gun
Veteran 3+/4+
Dagger -1
Light armour 5+

Ancillary
Standard bearer
20 pts
Every unit can be accompanied
by one standard bearer. This
adds a +1 bonus to activation
rolls for that unit or units
within 5 cm.

A standard bearer is unarmed.
Expertise and armour is as rest
of unit.


+FUBAR Late Medieval+


Original FUBAR Medieval rules by Craig Cartmell (http://fubarwargames.wordpress.com/)
FUBAR Late Medieval by Jojanne Hopmans
+XV
th
Century+
+Armies+

English
For every Men-at-Arms, there
should be twice or more
Troop/Missile units

1 General with Nobles
1-2 Mounted Men-at-Arms
0-4 Men-at-Arms
0-1 Hobilars
1-4 Billmen
2-4 Longbow

Burgundian
For every Genderme there should
be twice or more Troop/Missile
units.
For every Artillery unit, there
have to be 3 other units.

1 General
1-4 Gendermes
0-1 Household Gendermes
0-2 Ordonnance Gendermes
0-2 Dismounted Gendermes
0-1 Coustilliers
1-2 Pikemen
0-2 Gunmen
1-2 Longbow
0-2 Artillery

Swiss
Swiss Pikemen count as Troops.

One Swiss Pikemen unit can be
choosen as HQ instead of a
normal HQ. This unit is
considered Elite and costs 13
pts per model

The number of Swiss Pikemen
units must always be half or
more of the total number of
units.

1 HQ
2-6 Swiss Pikemen
0-2 Halberdiers (Billmen)
0-3 Gunmen

Generic
There should always be twice or
more Troops/Missiles as there
are Elites or Artillery.

1 HQ
0-4 Elite
2-6 Troops/Missile
0-2 Artillery

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